2011 gdc online emerging trends in gaas

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Emerging Trends in Games-as-a-Service Atul Bagga Senior Research Analyst, Lazard Capital Markets

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Page 1: 2011 GDC Online Emerging Trends in GaaS

Emerging Trends in Games-as-a-Service Atul Bagga Senior Research Analyst, Lazard Capital Markets

Page 2: 2011 GDC Online Emerging Trends in GaaS

Agenda  •  Games-­‐as-­‐a-­‐Service  

–  Lines  blurring  between  pla6orms;  Tablets,  Set-­‐top  boxes      –  Innova=on  by  startups    

•  Virtual  Goods  –  Perfect  Price  Discrimina=on  –  Enhance  Community/Curb  Piracy  –  Higher  quality  of  earning  (a)  Predictability,  (b)  Life=me  Value  

•  Social  Games  –  Ver=cal  Games  –  Mone=za=on  (a)  Conversion,  (b)  Adver=sing    –  Pla6orms  dedicated  for  games  

•  Mobile  Games    –  Rise  of  persistent  games  –  Mobile  an  extension  of  other  pla6orms  –  Dominated  by  a  few?  

Page 3: 2011 GDC Online Emerging Trends in GaaS

Agenda  •  Games-­‐as-­‐a-­‐Service  

–  Lines  blurring  between  pla6orms;  Tablets,  Set-­‐top  boxes      –  Innova=on  by  startups    

•  Virtual  Goods  –  Perfect  Price  Discrimina=on  –  Enhance  Community/Curb  Piracy  –  Higher  quality  of  earning  (a)  Predictability,  (b)  Life=me  Value  

•  Social  Games  –  Ver=cal  Games  –  Mone=za=on  (a)  Conversion,  (b)  Adver=sing    –  Pla6orms  dedicated  for  games  

•  Mobile  Games    –  Rise  of  persistent  games  –  Mobile  an  extension  of  other  pla6orms  –  Dominated  by  a  few?  

Page 4: 2011 GDC Online Emerging Trends in GaaS

4  

Top  Companies  By  Revenue  CAGR  (2008-­‐2010)    

Page 5: 2011 GDC Online Emerging Trends in GaaS

5  

Top  Companies  By  Revenue  CAGR  (2008-­‐2010)    

0%

10%

20%

30%

40%

50%

60%

70%

80%

0% 20% 40% 60%

EBIT Margin

Reve

nue

CAG

R (2

008-

2010

)

Gree Inc.DeNA Co. Ltd.Zoo Entertainment Inc.Gamevil Inc.Perfect World Co. Ltd.mixi Inc.NHN Corp.NetDragon Websoft Inc.Tencent Holdings Ltd.Neowiz Games Corp.NCsoft Corp.Netease.com Inc. ADSChangyou.com Ltd.Kingsoft Corp. Ltd.Gameloft S.A.

Source:  FactSet  

Page 6: 2011 GDC Online Emerging Trends in GaaS

6  

Enterprise  Value/Sales  MulDple  U.S.  Video  Game  Companies  Shares    

0

1

2

3

4

5

6

7

Dec-00 Dec-01 Dec-02 Dec-03 Dec-04 Dec-05 Dec-06 Dec-07 Dec-08 Dec-09

ATVIERTSTTWOTHQI

Source:  FactSet  

Page 7: 2011 GDC Online Emerging Trends in GaaS

7  

Emergence  of  MulD-­‐Channel  Games-­‐as-­‐a-­‐Service  

LCM  Research  

 

SubscripDon  

 

Upfront  Purchase   Ads  &  

Others  

 

Virtual  Goods  

Console  Game  

Mobile  Game  

PC  Game  

Mul6-­‐Channel  Games-­‐as-­‐a-­‐Service  

Social  Game  

Source:  LCM  Research  

Page 8: 2011 GDC Online Emerging Trends in GaaS

Emergence  of  Games-­‐as-­‐a-­‐Service  

2010E   2015E  

Games-­‐as-­‐a-­‐Product  

Games-­‐as-­‐a-­‐Service  

Source:  LCM  Research  

Page 9: 2011 GDC Online Emerging Trends in GaaS

9  

Video  Game  Market  Size  EsDmate  ($  Million)  

Source:  LCM  Research  

 -­‐        

 10,000    

 20,000    

 30,000    

 40,000    

 50,000    

 60,000    

 70,000    

2009E   2010E   2011E   2012E   2013E   2014E   2015E  

Social  

Online  

Mobile  

Console  

Page 10: 2011 GDC Online Emerging Trends in GaaS

10  

0  

10000  

20000  

30000  

40000  

50000  

60000  

2010E   2011E   2012E   2013E   2014E   2015E  

Rest  of  World  

U.S.  

South  Korea  

Japan  

Europe  

China  

Video  Game  Market  Size  EsDmate  ($  Million)  

Source:  LCM  Research  

Page 11: 2011 GDC Online Emerging Trends in GaaS

Agenda  •  Games-­‐as-­‐a-­‐Service  

–  Lines  blurring  between  pla6orms;  Tablets,  Set-­‐top  boxes      –  Innova=on  by  startups    

•  Virtual  Goods  –  Perfect  Price  Discrimina=on  –  Enhance  Community/Curb  Piracy  –  Higher  quality  of  earning  (a)  Predictability,  (b)  Life=me  Value  

•  Social  Games  –  Ver=cal  Games  –  Mone=za=on  (a)  Conversion,  (b)  Adver=sing    –  Pla6orms  dedicated  for  games  

•  Mobile  Games    –  Rise  of  persistent  games  –  Mobile  an  extension  of  other  pla6orms  –  Dominated  by  a  few?  

Page 12: 2011 GDC Online Emerging Trends in GaaS

12  

Price  DiscriminaDon  

Sources:  Unless  otherwise  noted,  images  on  this  and  the  following  slides  are  courtesy  of  the  respec=ve    companies’  Websites.  

Page 13: 2011 GDC Online Emerging Trends in GaaS

13  

Price  DiscriminaDon    

Source:  Caroline  Scob;  hbp://www.explorecrete.com/gallery/album19/donkey  hbp://www.smokymountainparkarabians.com/    

 

Page 14: 2011 GDC Online Emerging Trends in GaaS

14  

Price  DiscriminaDon  

Page 15: 2011 GDC Online Emerging Trends in GaaS

15  

TradiDonal  Models  Represented  Lost  Economic  Value  

§  Tradi=onal  gaming  models  didn’t  capitalize  on  the  full  spectrum  of  consumer  demand  §  Game  sa=sfac=on  and  status  were  gained  by  bea=ng  levels  with  skill,  not  by  personaliza=on  and  purchased  status  symbols  

§  Consumers  who  were  willing  to  spend  more  on  games  weren’t  able  to,  outside  of  peripherals  and  merchandise  

§ Consumer  surplus  represented  lost  economic  value  for  publishers  

Supply  

Demand  

Price  

Quan=ty  

All  Customers  Pay  One  Price  

Some  Customers  Willing  to  Pay  Higher  Prices  

Consumer  Surplus  =  Lost  Revenue  

$50  

$  

Source:  LCM  Research  

Page 16: 2011 GDC Online Emerging Trends in GaaS

16  

Limited  EdiDons  and  Map  Packs  Captured  More  Revenue  

(1)  Pricing  is  approximate.  (2)  Source:  Microsog.  

§  “Limited”  and  “Collectors”  Edi=on  games  made  headway  in  price  discrimina=on,  capturing  addi=onal  revenue  

§ While  this  price  discrimina=on  resulted  in  higher  revenue,  there  were  s=ll  rela=vely  few  op=ons  available  for  hardcore  gamers  

§  Further,  these  op=ons  came  at  a  higher  cost  for  publishers:  § Halo  3  “Legendary  Edi=on”  box  included  a  large,  physical  plas=c  helmet  

§ Map  pack  content  has  high  produc=on  cost  

§  Yet  the  virtual  model  was  proven:    Map  packs  were  only  available  digitally  on  XBOX  Live,  but  25%  of  players  purchased  them(2)  

§ Map  packs  had  PR  hype  equal  to  that  of  the  original  Halo  3  release    

Supply  

Demand  

Price  

Quan=ty  

Halo  3:  Standard  Pricing(1)  

Hardcore  gamers  could  spend  incrementally  more,  if  desired  

Yet  S=ll,  Lost  Revenue  

$60  

Halo  3:  “Limited  Edi=on”  Price(1)  

$75  

Halo  3:  Map  Pack  Priced  at  $15  

$90  

$  

Page 17: 2011 GDC Online Emerging Trends in GaaS

17  

Virtual  Goods  Enable  Perfect  Price  DiscriminaDon  

Supply  

Demand  Price  

Quan=ty  

§ While  virtual  map  packs  and  Limited  Edi=on  physical  media  enable  par=al  price  discrimina=on,  virtual  goods  enable  perfect  price  discrimina=on  for  social  games  and  MMOs  

§  Some  “hardcore  casual”  gamers  willing  to  spend  $10k+/month  on  virtual  goods  

§  There  is  no  “price”  for  the  game  

§  In  complex  virtual  economies,  virtual  goods  (e.g.  a  $100k  space  sta=on  in  Entropia  Universe)  can  generate  significant  revenue  for  their  owners,  represen=ng  more  of  an  asset  than  an  expense  §  Jus=fies  high  end  purchases  

With  the  true  cost  of  virtual  goods  close  to  zero,  there  is  effec=vely  no  “supply”  curve  –  goods  are  readily  supplied  at  all  price  points  

$  

Page 18: 2011 GDC Online Emerging Trends in GaaS

18  

Source:  hbp://www.dealbreaker.com/images/entries/Pistol%20Pirate%20Bust.jpg  

hbp://socialjus=cenow.files.wordpress.com/2009/01/world-­‐connect-­‐people-­‐community-­‐interna=onal.jpg    

Page 19: 2011 GDC Online Emerging Trends in GaaS

19  

Build  Community  

Source:  Company  Reports,  AppData,  LCM  Research  

0  

10  

20  

30  

40  

50  

60  

70  

80  

World  of  Warcrag    

Cityville   The  Sims  Social  

Angry  Birds  

Page 20: 2011 GDC Online Emerging Trends in GaaS

20  

Source:  Acclaim  

Big    spenders  

Paying  Users  

Free  Users  

Mone=za=on  line  

$1  

$15  

ARPU  

$100+  

Everyone  pays  Everyone  pays  

1  X  

10  X  

PAY  

Ads  Sponsors  

Page 21: 2011 GDC Online Emerging Trends in GaaS

21  

Longevity  &  SDckiness:  Average  Chinese  Gamer  ARPPU  (RMB/Qtr)  

Source:  IDC,  LCM  Research  

0  

10  

20  

30  

40  

50  

60  

70  

80  

2003   2004   2005   2006   2007   2008   2009   2010  

Page 22: 2011 GDC Online Emerging Trends in GaaS

22  

Game  Spend  As  Percentage  Of  Per-­‐Capita  Income    

Source:  LCM  Research  

0.00%  

0.05%  

0.10%  

0.15%  

0.20%  

0.25%  

0.30%  

0.35%  

2003   2004   2005   2006   2007   2008   2009   2010  

Games  Spend  as  %  of  Per-­‐Capita  Income  

U.S.  

China  

South  Korea  

0.00%  0.05%  0.10%  0.15%  0.20%  0.25%  0.30%  0.35%  0.40%  0.45%  0.50%  

2003   2004   2005   2006   2007   2008   2009   2010  

Games  Spend  as  %  of  Per-­‐Capita  Income  -­‐  ex-­‐Food  

Page 23: 2011 GDC Online Emerging Trends in GaaS

23  

Players  Willing  To  Spend  More…  

Source:  Na6onal  Bureau  of  Sta6s6cs  of  China,  Korea  Game  Development  Ins6tute,  EuroMonitor  Interna6onal  

0.00%  

0.05%  

0.10%  

0.15%  

0.20%  

0.25%  

0.30%  

U.S.   South  Korea   China  

Games  As  %  of  Per  Capita  Income  

Page 24: 2011 GDC Online Emerging Trends in GaaS

24  

…And  The  Vendors  Are  More  Profitable  

-40%

-20%

0%

20%

40%

60%

80%

100%

120%

SNDA GA PWRD NTES CYOU ERTS ATVI THQI TTWO

Operating Margin ROE

Source:  Company  Reports  

Page 25: 2011 GDC Online Emerging Trends in GaaS

25  

Legend  of  Mir  2  

•  2D  MMORPG,  Mar=al  Arts,  Adventure    •  Developed  by  Wemade,  operated  by  Shanda  •  Launched  in  China  in  2001  under  subscrip=on  based  model  •  Converted  to  free-­‐to-­‐play  model  in  2005    •  PCU  ~400-­‐500K  

Page 26: 2011 GDC Online Emerging Trends in GaaS

26  

Mir  2  Revenue’s  Growth  A]er  Model  Change  

Source:  Company  Reports  

0  

50  

100  

150  

200  

250  

300  

350  

400  

450  

2002   2003   2004   2005   2006   2007   2008   2009   2010  

Revenu

e  ($  M

illion)  

Year  

Page 27: 2011 GDC Online Emerging Trends in GaaS

27  

…And  ARPPU  Growth  A]er  IniDal  Kneejerk  

Source:  Company  Reports,  LCM  Research  

Es=mated  ARPPU  

0  

50  

100  

150  

200  

250  

300  

350  

400  

2002   2003   2004   2005   2006   2007   2008   2009   2010  

ARPU

 RMB/Quarter  

Page 28: 2011 GDC Online Emerging Trends in GaaS

28  

ZT  Online  

•  2D  MMORPG,  Mar=al  Arts,  Adventure  •  Developed  and  Published  by  Giant  Online    •  Launched  in  2007  •  Free-­‐to-­‐play,  pay  for  virtual  goods  model  •  PCU:  1  million+  

Page 29: 2011 GDC Online Emerging Trends in GaaS

29  

70%+  Higher  ARPPU  Compared  to  WOW  

0 20 40 60 80

100 120 140 160 180

World of Warcraft ZT Online

AR

PU ($

/Yea

r)

Source:  Company  Reports,  LCM  Research  

Page 30: 2011 GDC Online Emerging Trends in GaaS

30  

Top  Players  Pay  20x  of  WOW  ARPU  

$0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

$1,800

Top 5% Players 15% Players 80% Players WOW

Source:  Company  Reports,  LCM  Research  

Page 31: 2011 GDC Online Emerging Trends in GaaS

31  

ARPPU  DistribuDon  Curve  of  ZT  Online    

(20)

-

20

40

60

80

100

120

140

160

- 500 1,000 1,500 2,000

Users ('000)

ARPu

($/M

onth

)

Source:  Company  Reports  

Page 32: 2011 GDC Online Emerging Trends in GaaS

32  

Examples  of  MoneDzaDon  

•  Game  Design  (System  for  marriage,  breeding,  paren=ng,  balance  between  males/females)  

•  Special  In-­‐game  Events  (Valen=ne’s  day,  New  Year’s  day,  Sports)  

•  In-­‐game  Promo=ons  •  Treasure  Chest  

–  Special  Bonus  for  Opening  Most  Chests  

•  Chat  &  Response  

Page 33: 2011 GDC Online Emerging Trends in GaaS

33  

Virtual  Goods:  Global  Market  Size  EsDmate  ($  Million)  

 -­‐        

 5,000    

 10,000    

 15,000    

 20,000    

 25,000    

2010E   2011E   2012E   2013E   2014E   2015E  

Mobile  

Social  Network  

Online  (off-­‐Social  Networks)  

Source:  LCM  Research  

Page 34: 2011 GDC Online Emerging Trends in GaaS

34  

Virtual  Goods:  Global  Market  Size  EsDmate  ($  Million)  

 -­‐        

 5,000    

 10,000    

 15,000    

 20,000    

 25,000    

2010E   2011E   2012E   2013E   2014E   2015E  

Rest  of  World  

U.S.  

South  Korea  

Japan  

Europe  

China  

Source:  LCM  Research  

Page 35: 2011 GDC Online Emerging Trends in GaaS

Agenda  •  Games-­‐as-­‐a-­‐Service  

–  Lines  blurring  between  pla6orms;  Tablets,  Set-­‐top  boxes      –  Innova=on  by  startups    

•  Virtual  Goods  –  Perfect  Price  Discrimina=on  –  Enhance  Community/Curb  Piracy  –  Higher  quality  of  earning  (a)  Predictability,  (b)  Life=me  Value  

•  Social  Games  –  Ver=cal  Games  –  Mone=za=on  (a)  Conversion,  (b)  Adver=sing    –  Pla6orms  dedicated  for  games  

•  Mobile  Games    –  Rise  of  persistent  games  –  Mobile  an  extension  of  other  pla6orms  –  Dominated  by  a  few?  

Page 36: 2011 GDC Online Emerging Trends in GaaS

36  

Mid-­‐session  vs.  Persistent  Games  

0% 10% 20% 30% 40% 50% 60% 70% 80% 90%

100%

AppStore Facebook - Now

Facebook-May, 09

Persistent Mid-session

Source:  AppData,  LCM  Research  

Page 37: 2011 GDC Online Emerging Trends in GaaS

37  

Console  Games:  U.S.  Market  Size  

-15%

-10%

-5%

0%

5%

10%

15%

20%

25%

30%

35%

40%

0

2,000

4,000

6,000

8,000

10,000

12,000

2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010

Y/Y

Gro

wth

$ m

illio

n

Source:  NPD  

Page 38: 2011 GDC Online Emerging Trends in GaaS

38  

Average  Game  Play  Hours  Per  Week  On  Console  

0.0

5.0

10.0

15.0

20.0

25.0

2006 2007 2008 2009

Source:    The  Nielsen  Company  

Page 39: 2011 GDC Online Emerging Trends in GaaS

39  

Games  Going  Social  –  What  We  Have  Seen  

•  Facebook  opening  up  a  new  market  similar  to  Wii    •  55%  of  Facebook  users  play  games  on  Facebook  and  Games  account  for  ~40%  of  page  views  of  Facebook  

•  Facebook  games  not  just  games  but  also  a  mean  of  communica=on,  a  mean  to  express  oneself  in  virtual  environment  

Page 40: 2011 GDC Online Emerging Trends in GaaS

40  

Gaming  Versus  Expression  

0

50

100

150

200

250

Video Game Luxury Goods

$ B

illio

n

Source:  Bain  &  Company,  PWC  

Page 41: 2011 GDC Online Emerging Trends in GaaS

Trends  in  Social  Games  •  Focus  on  Mone=za=on  

–  Conversion    –  Adver=sing  –  Payment  mechanisms  

•  Pla6orm  maturing    –  IPs  Maber  

•  Social  Games  outside  Facebook  –  Using  Facebook  social  graph    –  New  pla6orms  

•  Mobile  another  wave  of  disrup=on  –  Loca=on:  convergence  of  physical  and  virtual  world    

41  

Page 42: 2011 GDC Online Emerging Trends in GaaS

Focus  on  MoneDzaDon  –  ARPU  ($/MAU)  

42  

Source:  Company  Reports,  LCM  Research  

 -­‐        

 2.00    

 4.00    

 6.00    

 8.00    

 10.00    

 12.00    

 14.00    

Mixi   DeNA   Gree   Giant   ChangYou   US  Social  Games  

US  MMO  

Page 43: 2011 GDC Online Emerging Trends in GaaS

Focus  on  MoneDzaDon  –  ARPU  Adjusted  for  GDP  

43  

 -­‐        

 50    

 100    

 150    

 200    

 250    

 300    

 350    

 400    

 450    

 500    

Mixi   DeNA   Gree   Giant   ChangYou   US  Social  Games  

US  MMO  

Source:  LCM  Research  

Page 44: 2011 GDC Online Emerging Trends in GaaS

Focus  on  MoneDzaDon:  AdverDsing  

44  

AdvertisingVirtual Goods -

Indirect PaymentVirtual Goods - Direct Payment

Playdom 5-10% 15% 75-80%Kabam NA 10% 90%Rekoo 10% NA 90%Serious Business 10% 10% 80%

Source:  LCM  Research  

Page 45: 2011 GDC Online Emerging Trends in GaaS

Focus  on  MoneDzaDon:  AdverDsing  

$0.00  

$0.20  

$0.40  

$0.60  

$0.80  

$1.00  

$1.20  

WebMD   The  Knot   Yahoo!   Demand  Media   Social  Games  

ARPU/DAU  

45  

Source:  comScore,  Company  Reports  

Page 46: 2011 GDC Online Emerging Trends in GaaS

MoneDzaDon  –  Payment  Mechanisms  

0  

100  

200  

300  

400  

500  

600  

700  

800  

900  

1000  

Dec-­‐10   Jan-­‐11   Feb-­‐11   Mar-­‐11   Apr-­‐11   May-­‐11   Jun-­‐11  

Mobage  ARPU  –  Before                        &                A]er  Carrier  Billing  

Source:  DeNA  

Page 47: 2011 GDC Online Emerging Trends in GaaS

47  

Social  Games  Outside  Facebook  

•  Social  feature  no  longer  a  proprietary  of  SNS  •  Users  want  to  stay  connected  with  friends  –  to  brag,  to  

compete,  to  have  a  fun-­‐experience  together  •  Mone=za=on  of  DeNA  vs.  Mixi  •  First  itera=on  of  social  games  outside  Facebook  already  

there  •  Next  itera=on  of  social  games  with  deeper  integra=on/social  

games  from  ground  up  –  Imagine  a  social  shooter,  ac=on  game  –  trophy  save  your  real-­‐life  

friend  in  virtual  environment        

Page 48: 2011 GDC Online Emerging Trends in GaaS

ARPU  Comparison–  Game  Centric  SNS  Vs.  Broad  SNS  

Mixi   Mobage  

Approximately  10x  

Source:  DeNA  

Page 49: 2011 GDC Online Emerging Trends in GaaS

As  Plaiorm  Matures;  IPs  Become  More  Important  

49  

2009 2006Game Publisher Game Publisher

1 Battlefield 1943 Electronic Arts Geometry Wars Bizzare Creations2 Castle Crashers The Behemoth Gauntlet Midway Games3 Trials HD Microsoft Games Smash TV Midway Games4 Hasbro Family Game Night Electronic Arts Bejeweled II Oberon5 Shadow Complex Microsoft Games Zuma Oberon6 Marvel vs. Capcom 2 Capcom Bankshot Billiards PixelStrom7 Magic: The Gathering Wizards Of the Coast Outpost Kaloki NinjaBee8 UNO Gameloft Mutant Storm Reloaded Microsoft Games9 Worms Microsoft Games Joust Midway Games

10 Peggle PopCap Games Wik: Fable of Souls Reflexive Entertainment

Source:  IGN,  Majornelson.com  

Page 50: 2011 GDC Online Emerging Trends in GaaS

As  Plaiorm  Matures;  IPs  Become  More  Important  

50  

Rank Game Publisher Price1 The Sims Electronic Arts $6.992 The Oregon Trail Gameloft $4.993 Need for Speed: Undercover Electronic Arts $4.994 Madden NFL 10 Electronic Arts $4.995 Tiger Woods PGA Tour Electronic Arts $0.996 Assassin's Creed: Altair Chronicles Gameloft $4.997 Flight Control Firemint $0.998 Cooking Mama Taito $6.999 Civilization Revolution Take-Two $6.99

10 Wheel of Fortune Sony $0.99

Source:  Apple  

Page 51: 2011 GDC Online Emerging Trends in GaaS

51  

Social  Game:  Global  Market  Size  EsDmate    ($  Million)  

 -­‐        

 1,000    

 2,000    

 3,000    

 4,000    

 5,000    

 6,000    

 7,000    

 8,000    

 9,000    

2010E   2011E   2012E   2013E   2014E   2015E  

Adver=sing  

Virtual  Goods  

Source:  LCM  Research  

Page 52: 2011 GDC Online Emerging Trends in GaaS

52  

Social  Gaming:  WW  Market  Size  EsDmate  ($  Million)  

 -­‐        

 1,000    

 2,000    

 3,000    

 4,000    

 5,000    

 6,000    

 7,000    

 8,000    

 9,000    

2010E   2011E   2012E   2013E   2014E   2015E  

Rest  of  World  

U.S.  

Japan  

Europe  

China  

Source:  LCM  Research  

Page 53: 2011 GDC Online Emerging Trends in GaaS

Agenda  •  Games-­‐as-­‐a-­‐Service  

–  Lines  blurring  between  pla6orms;  Tablets,  Set-­‐top  boxes      –  Innova=on  by  startups    

•  Virtual  Goods  –  Perfect  Price  Discrimina=on  –  Enhance  Community/Curb  Piracy  –  Higher  quality  of  earning  (a)  Predictability,  (b)  Life=me  Value  

•  Social  Games  –  Ver=cal  Games  –  Mone=za=on  (a)  Conversion,  (b)  Adver=sing    –  Pla6orms  dedicated  for  games  

•  Mobile  Games    –  Rise  of  persistent  games  –  Mobile  an  extension  of  other  pla6orms  –  Dominated  by  a  few?  

Page 54: 2011 GDC Online Emerging Trends in GaaS

Mobile:  Next  Wave  of  DisrupDon  

54  

Source:  Interna=onal  Telecommunica=on  Union,  NPD  

Page 55: 2011 GDC Online Emerging Trends in GaaS

Smartphone  Market  PotenDal  

55  

Source:  LCM  Research  

0 50

100 150 200 250 300 350 400 450

U.S. Europe

Mobile Subscribers Smartphone Users

Page 56: 2011 GDC Online Emerging Trends in GaaS

Smartphone  Market  PotenDal  

Page 57: 2011 GDC Online Emerging Trends in GaaS

Smartphone  Vs.  Feature  Phone  –  U.S.  

0%  

10%  

20%  

30%  

40%  

50%  

60%  

70%  

80%  

90%  

100%  

2008  Q2  

2008  Q3  

2008  Q4  

2009  Q1  

2009  Q2  

2009  Q3  

2009  Q4  

2010  Q1  

2010  Q2  

2010  Q3  

2010  Q4  

2011  Q1  

2011  Q2  

2011  Q3  

Featurephone  

Smartphone  

Source:    The  Nielsen  Company  

Page 58: 2011 GDC Online Emerging Trends in GaaS

Global  Smartphone  Installed  Base  

58  

Source:  Ericson  

0 500

1000 1500 2000 2500 3000 3500 4000 4500 5000

2010E 2011E 2012E 2013E 2014E 2015E 2016E

Page 59: 2011 GDC Online Emerging Trends in GaaS

User  Preference  Towards  Games  

Page 60: 2011 GDC Online Emerging Trends in GaaS

Android  Opens  Up  Another  Opportunity  

Page 61: 2011 GDC Online Emerging Trends in GaaS

Tablets  Open  Up  Another  Opportunity    

0  

5  

10  

15  

20  

25  

30  

35  

40  

1   2   3   4   5  

Millions  

Quarter  Since  Launch  

CumulaDve  Sales  Of  iPad  vs.  iPhone  vs.  iPod  

iPad  

iPhone    

iPod    

Source:  Apple  

Page 62: 2011 GDC Online Emerging Trends in GaaS

Tablets  Open  Up  Another  Opportunity    

0  

50  

100  

150  

200  

250  

300  

1   2   3   4   5   6   7   8   9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  

Millions  

Quarter  Since  Launch  

CumulaDve  Sales  Of  iPad  vs.  iPhone  vs.  iPod  iPod    

iPhone    

iPad  

Source:  Apple  

Page 63: 2011 GDC Online Emerging Trends in GaaS

Skipping  The  PC  Web?  

0  

200  

400  

600  

800  

1000  

1200  

Popula=on   Internet  Users   Broadband  Users  

Mobile  Subscribers  

Number  of  Subscribers  in  India  (Million)  

63  

Source:  Telecom  Regulatory  Authority  of  India,  InternetWorldStats.com  

Page 64: 2011 GDC Online Emerging Trends in GaaS

No  Contract,  Android  =  $150  

Source:  www.flipkart.com  

Page 65: 2011 GDC Online Emerging Trends in GaaS

65  

Global  Mobile  Games  Market  Size  EsDmate  ($  Million)  

 -­‐        

 1,000    

 2,000    

 3,000    

 4,000    

 5,000    

 6,000    

 7,000    

 8,000    

 9,000    

2010E   2011E   2012E   2013E   2014E   2015E  

Social  Games  

Downloadable  Games  

Source:  LCM  Research  

Page 66: 2011 GDC Online Emerging Trends in GaaS

66  

Global  Mobile  Games  Market  Size  EsDmate    ($  Million)  

 -­‐        

 1,000    

 2,000    

 3,000    

 4,000    

 5,000    

 6,000    

 7,000    

 8,000    

 9,000    

2010E   2011E   2012E   2013E   2014E   2015E  

Rest  of  World  

U.S.  

South  Korea  

Japan  

Europe  

China  

Source:  LCM  Research  

Page 67: 2011 GDC Online Emerging Trends in GaaS

Agenda  •  Games-­‐as-­‐a-­‐Service  

–  Lines  blurring  between  pla6orms;  Tablets,  Set-­‐top  boxes      –  Innova=on  by  startups    

•  Virtual  Goods  –  Perfect  Price  Discrimina=on  –  Enhance  Community/Curb  Piracy  –  Higher  quality  of  earning  (a)  Predictability,  (b)  Life=me  Value  

•  Social  Games  –  Ver=cal  Games  –  Mone=za=on  (a)  Conversion,  (b)  Adver=sing    –  Pla6orms  dedicated  for  games  

•  Mobile  Games    –  Rise  of  persistent  games  –  Mobile  an  extension  of  other  pla6orms  –  Dominated  by  a  few?  

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68  

 

 QUESTIONS?